Megacash: The whole "ripoff" idea is completely idiotic. Most people that say anything is a ripoff of anything have no idea what they're talking about. For example, AW was in the process of being created before Titanfall. People see a futuristic scenery and immediately think "OMG IT'S A COPY OF HALO AND TITANFALL OMG U SUK".
And I agree with you for the most part about Treyarch vs InfinityWard. Blops 2 has been the most balanced and competitive game so far. I will say, though, that Blops 1 had some major hit detection issues as well as map balance issues. Kinda hit or miss with me as far as TreyArch goes. It's like, Blops 2 was my favorite game, Blops 1 was one of my least favorites, and the Infinity Ward games lie in the middle.
Dscigs: I understand you're a big fan of the "trickshotting" community in CoD. I agree that the snipers are extremely imbalanced in Ghosts, which is why there are never montages on the game. All the snipers just went back to Blops 2. In AW there are very high scope-in times, which slows down the quickscopers, but there are also iron sight attachments for snipers which allow for much faster aiming. I think there will be trickshotting in the next game, though. Not that I know much about that community, but I have a strong feeling.
Oracle: From what I've seen of AW, it seems the bullet reg is very good. Better than I've seen out of a CoD. This may be due to the new engine, I'm not sure.
Most pro players will adapt to the map. The "balance" we're referring to is gun v gun, mostly. Like in the beginning of Ghosts, an MTAR-X could outgun the best assault rifle at long range. There's always small maps, and always big maps. The reason they most often use the smaller maps for competitive is because it causes for more action. Spectators drive the competitive scene and small maps cater to them.